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MadMoeZel

MadMoeZel

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MadMoeZel
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  • @Dreamnomad said:

    I think of it a little different. I get far more raids during the day. Who cares if I lose out on potential raids in the middle of the night when no one is raiding anyway? I'd gladly lose some of those midnight raider hours for double gen mat on kills during the day.

    i''m very similar minded in this. my outposts uptimes are something i manage, i take them offline overnight since the playerbase goes down.

  • @Amaroq64 said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3415184#Comment_3415184

    I don't build killboxes, so my bases get around 3 kdr.

    If I got 9 kdr on my outposts, I'd do overdrive too.

    i'm sure anything with more than 5 traps in one room is a killbox, right?


    make bases people enjoy playing and don't mind dying to and your KD will be higher.

  • The "HRV<3" a single use object that protects HRV from 3 fatal damage events.

  • (this one is a meme/joke) Pocket sand! ,1 charge infinite uses, refill by going out into the desert, blind enemies in front of you so they can't attack for a few second

  • Hologram - Chuck it into a room at it activates traps/guards as if it were a player. lasts 8 seconds?

  • @zbord said:

    I agree with being punished too harshly in the ranking. I think there should be a minimum that you gain from completing a raid regardless of how many times you die. Obviously, you get more if you die less or not all, but losing points when you finish something simply sucks. I'd enjoy this game more if "ranking" was an opt in thing and they had seasonal cosmetics tied to gaining experience like so many other reward systems. On the earning points side, the grind is ridiculous and you earn less and less the higher you get.

    Difficulty of outposts isn't properly reflected by the normal, dangerous, brutal scale and I tend to avoid the size of the outpost over the "difficulty". I'd be more likely to try a small brutal map over a large normal. I noticed my large dangerous is perpetually stuck at 3 and I stopped putting in the resources to reactivate it because there is no traffic. My small outposts have had no problems.

    i agree that any player who powers through a rough dungeon shouldn't be penalized for conquering their challenge.

  • @Dreamnomad said:

    I play almost exclusively brutal bases. The key I've found is always having the suit advisor buff level 3 active when raiding. Knowing exactly how long the harvester path is, the 2 most common traps, the exact number of traps and guards is huge! The thing I'm usually looking for is a base that isn't too long (preferably 150 meters or less), most common trap type being either impaler or bolt, and lots of guards. I also look at the total number of traps. Preferably 80 or less. I also pay attention to the thumbnail of the base. If I see paint marks showing paths to tombs or a lot of effort put into the aesthetics then those are good signs too.

    I've also found that if there isn't anything you like then you can just enter/exit build on one of your own bases and it will reset the dungeons. Clearing dungeons using this method usually doesn't take too long. If I manage to enter a dungeon that obviously isn't worth the effort then I'll take the -30 hit to rank and abandon. Clearing a dungeon with no deaths on brutal is like +160 rank at gold. I can abandon 5 raids if I need to and still be profitable. Though honestly, using the info from suit advisor really lowers the amount of times I need to abandon a raid. Play however you want to of course, but I've found this to work quite well.

    this is exactly why i feel the block mechanic is too heavy handed. someone else posted in another thread and i agree that i'm pretty sure all these people saying "I don't get enough raids" probably have really big block lists and don't realize that blocking a builder means they can't raid that player's bases either so they're lowering their ability to interact with an already limited player base. suit advisor boost is ALWAYS on for me, it's invaluable. i also don't like long maps and prefer at maximum 250 length but i will agressively target brutals under 100 as i can normally slip in and out before anything has the opportunity to kill me. i hate mazes so very much i avoid them like the plague. and i pray that the next patch fixes the 0 length displayed bug. thanks for using the advisor to your bennefit and promoting others doing the same, this is how we SHOULD be handling content we don't want to be in.

  • @Dreamnomad said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3415198#Comment_3415198

    Similar concept to the teleporter I suggested. Only this is very limited in application and runs the risk of pulling you through acid cube. I think the player should be shielded while being reeled back and I also think the carry capacity should be high and cost to buy should be very cheap considering all the drawbacks. Could be useful in clearing certain rooms though.

    i'm firmly against adding any additional "shield" mechanics to the game.

  • @MadameExotine said:

    It comes down to which is more important for the player.

    Having more people experience your outposts, or getting more GenMats. I am a definite, "I want more people playing my maps". It's what makes this game fun for me. I'd even spend GenMats if there was a feature that would increase number of hours/raiders for my outpost 🙃

    i don't really care how long a specific map is alive, the point of the game is to build new things constantly. i wouldn't want the game to stagnate because the same 18 maps are up non-stop every single day.

  • I have a strong suspicion overdrive plays a hefty part in the rank change but i still need more information to verify it. thanks for providing all the data <3 i'm sure we can get to the bottom of this if we all work together :)

  • hot fix, when you load into a game, change your gun to another weapon, then change it back. they're working on fixing the bug but we don't know when.

  • auto-retractor. throw it at a wall, interact with it to connect, the next time a red danger sign comes up, it reels you in automatically like a chain hook (can not be repositioned)


    edit - wall, floor, ceiling, whatever!

  • Cryo bomb - large radius than standard grenade, freeze guards within 3-4 blocks"

  • smoke grenade - Blocks trap and guard line of sight at range while active. (reduced vision to one block would probably be best way to use this)

  • Sonic Scout, emits a frequency that can detect hollow spaces behind walls (think being able to tell theres a hall, or a guard room on the other side of a wall or ceiling. single use, scouts everything in, 5-8 blocks?

  • Beacon equipment, bring in 5 they can be dropped, last for that raid attempt, they can be seen through walls and will draw a path between them and any other beacon that can be reached via harvey pathing, this could be very helpful in mazes without trivializing them completely.


    edit - maybe bring in 3?

  • @Nahasno said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3411557#Comment_3411557

    What's broken, what's unfair?

    Builders standpoint:

    Yes they can revive so what - more revives equals just more opportunities to kill 'em. The better for me.

    Only with the overdrive mechanics you can make a loss on coop runs. Else they are a net gain if they don't exploit.

    Raiders Standpoint:

    The ranking! Coop is much better than solo for the ranking. Is it, truly? Because there is no skill based comparison in this ranking it's futile to compare solo and coop.

    You can't even compare solo raids on the same map with each other - because, they get constantliy modified which is intended by the same rankingsystem.

    And don't forget in a room full of traps 2 people can trigger more of them than one and the same time and in different places. So maybe that's the reason for the revives.

    as a builder, i don't want infinite co-op revive. as a raider, i don't want infinite co-op revive.

    this is my builder and raider standpoint.

  • had i not run my bases in overdrive, they would have lasted for another maybe 1 day tops in some situations, and generated at most 10-15 more raids probably. in the case of the last image, gravity, that at a rate of 7.8 would have given a total of 800-1200 more genmat. had i not run on overdrive i'd have had 30,820 less genmat from raider death, and 8,344 more from non-stolen genmat. in total i'd have lost around 20,000 genmat had i not been running in overdrive. even if i had the extra lifetime.

  • as someone who runs overdrive bases regularly, i disagree with this post. overdrive is one of the most valuable tools i have.

    image.png

    both of the Mastered maps were run on overdrive until they ran out also.

    image.png


    image.png

    please take note of "raider genmat" compaited to "stolen genmat" they took less than 1 day total off of me in the course of 10 days active. in every single situation. a reminder that for every 50,000 genmat you collect you level up chimera and get a big chunk of resources. this is how my bases become self-sufficent (something people claim is impossible currently)

  • for the people losing rank in outposts, what prestiege are your outposts, are they set to active, or overdrive, how often is genmat collected, how many people quit at 1 or 0 deaths without really trying, what difficulty is the dungeon you suspect of losing you rank? if you can provide this information, we might be able to spot a pattern in what causes rank loss from outposts

  • who cares about the resources, the comedy that he left the game and left it running is well worth the loss in my opinion (this is mostly a joke but oh my word that 7 hour replay is funny)

    for serious though, i'm not sure how they determine which kills do and don't give resources sometimes. from what i've seen we get rewarded most for multiple short raids when it comes to dropped resources (genmat earned bonuses promote high kill counts) but i've also noticed that if i clear out multiple outposts with or without similar death counters that they do not give the same ammount of resources or even anything that indicates it is related to number of deaths. this leads me to believe there is some sort of RNG loot table for each death and sometimes, you just roll snake eyes.

  • @MythicMikeneto said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3412700#Comment_3412700

    When grappling stright down through one cube, the splatter goes up, the comes down on the raider, with close to 90% accuracy, chaining the corrosive damage from the pass throigh, resulting in a kill.

    You might ask, " Why woud anyone grapple down through a cube?" A visible tomb just below a cube is a surprisingy effective bait for just such a scenario.

    On the other note, I would (and often do) shoot things throught cubes that are not directly behind thrm, but nobody uses splatter.

    Transversely, the community calls the post gen mat cube and exploit. I havent seen any confirmation from behavior that it is not working as inteded. Until the devs confim or deny the post gen mat cube as an 'exploit' I personally efrain from using it and will not reward anything to anyone due to them using the so called 'exploit'

    i encountered this exact situation earlier and uhh yeah. it got me. XD found the value finally

  • @cubanchris said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3413440#Comment_3413440

    lol when you read the quotes and they don't mean anything to support "the developers shouldn't have put unlimited revives in coop." I don't see any quotes that say "traps should reset upon death" or even that coop is a feature for that matter. All these statements are so vague you can apply it to anything lmao.

    "take all you can, and build anything to protect it"

    -Stardew Valley

    lmfao. I think I might be losing brain cells. I can agree with limited revives. I prefer if it stayed the same though as an active coop player. Logistically it makes more sense so that there is less player down time.

    i quoted MYM and you misquoted the same statement to stardew valley? i agree, you might be losing braincells.

    i gave you 5 quotes from MYM's official trailers that make it clear the builders job to to make the outpost a path of pain, Devious, a Deadly Dance. and saying that it's the raiders job to be a step ahead of the builder and outwit them, to EMBRACE DEATH and SACRIFICE YOURSELF to LEARN. look mate you're allowed to disagree with me, i have no intention of forcing my beliefs on anyone but i have the ability, and desire to voice my opinion that when a solo player has to deal with traps being reset on death unless they use a phoenix pod why should you be able to never reset traps and never have to use a phoenix pod and still do whatever the hell you want? you want to argue it's for more casual players, so are lower difficulties.

  • @magic1236 said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/372222/coop-needs-a-nerf

    Nothing wrong with people completing an outpost. You don’t get punished for someone completing your outpost. If one guy is just going in getting killed over and over and over and the friend just reviving, that you getting kills that might otherwise not have happened.

    except if your outpost is in overdrive, when someone takes your genmat your outpost loses 46 minutes of life in overdrive. so any base i build for overdrive has to be built to stop co-ops from just invalidating it, which makes it signifigantly harder for solo players. the co-op deaths not resetting traps is also why we see as much fire and plasma as we do, single shot traps become worthless when you remove ANY chance of them getting reset.

    since i am punished for losing my genmat, and co-ops trivialize my defenses, all bases must be made to stop co-op if they're gonna not get eradicated by duo raiders. and building a dungeon to kill a co-op makes it MUCH harder for a solo player. i can make a signifigantly more FUN base if it's geared for a solo that has little to no kill-box component, but a co-op will talk through it and harm my outpost lifetime with significantly less trouble not because they won't die, but because they can die an infinite amount of times WITHOUT losing ANY progress.


    i go into co-op to help other players, i'm a speedrunner in the upper ranks. i can tear apart 90% of bases in seconds and the ones i can't i can dismantle. with no fear of resetting due to my own death i will proceede to intentionally pop every trap i can and then call out what killed me so the person behind can revive me and then i repeat the process because i can infinitely respawn, and continue to rush your dungeon with no threat to my teammate. how do you balance against that without harming solo if we don't separate the lobbies?

  • @cubanchris said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3413358#Comment_3413358

    The game came with unlimited revives. so saying "if you don't like the idea of dying..." you are saying to change it based on some arbitrary reason in regards to the spirit of the game. Your argument is literally, I feel this way so it should be this way. It doesn't make sense to follow the niche on this stance on top of the fact that it limits the already dwindling player base.

    it came with unlimited revives that also reset single shot traps. co-ops don't reset traps and still have unlimited revives. so they remove a mechanic of the game, by bringing in another player. that mechanic is traps resetting on death. what i want is for co-op to play like solo where if you want to respawn you can bring in a phoenix pod. that said, i also voted for a total of 5 team revives because i felt it was healthier.


    so no "Your argument is literally, I feel this way so it should be this way." is not my argument.

    "take all you can, and build anything to protect it"

    MYM - official reveal trailer


    "Make that path one of pain for raiders"

    MYM - tips and tricks trailer


    "When raiding you must also think like a builder, their diabolical minds are always 2 steps ahead, you must be 3, never trust the obvious, always assume the worst"

    MYM - tips and tricks trailer


    "To be one with death is to be one with the wasteland"

    MYM - tips and tricks trailer


    tip 6 - Embrace death

    "As a raider every death is a step forward sacrifice yourself to learn the location of traps and challenges, memorize the steps of an outpost's deadly dance."

    MYM tips and tricks trailer


    this is a deathrun game, if you don't understand that, i can't make you.

  • except maybe accidentally walking into an acid cube.

  • There is nothing i love more than seeing someone who struggled in my base finally complete it.

  • @TheYuckBucket said:

    As the builder you are preparing your encounter knowing full well you wont be there to change anything once the raider enters the map. So build. if you wanna use external guards without fortifications use fliers with armor and move speed instead of the ambushers, Warbois can only work as a tank if their able to leverage their armor effectively which means limiting the raiders ability to view their back and sides until they attack.

    Guards not being able to leave the outpost isn't an exploit. you should be building to utilize everything you're putting into it.

    shooting something that is incapable of pathing to you even when it has a clear line of pathing is indeed an exploit. you are welcome to disagree.

  • @TragicSolitude said:

    Most of my attempted shots at guards miss. I can handle the corrosive cube exploit better than I can handle mobs. If I have no way to counter guards, it's not worth my time attempting the base and I just abandon it. The builder gets at most one death.

    If you put guards in a place where they're near the edges, use Hornets. They're ridiculously annoying and I spend 5+ minutes searching the desert for all my lost ammo (not an exaggeration, my replays must be boring as hell to watch). God I hate that ammo can go out into the sandstorm warning area.

    i have a post in feedback about fixing your ammo lost to the abyss, it would also solve this post. please look into "outpost barrier"

  • @zivshek said:

    lol

    this guy gets it. ;)

  • @Rimaka1 said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3412806#Comment_3412806

    yeah? im aware but builders shouldnt be able to kill HRV in its spawn location. This post isnt about killing HRV, its about a clear exploit of a piston that is killing HRV within its spawn area. which it isnt supposed to do.

    1) pistons dont normally kill HRV and they will wait for it to pass. this is intentional gameplay design by the devs.

    2)Again its outside the build area. You cant normally build on the outside facing wall of an outpost if its right up against the build area.

    It doesnt matter if you can save HRV with the volt lancer before the piston kills him, pistons arent supposed to kill HRV.

    1 - i gave you a temporary fix until BHVR patches it (which they probably will as every other piston pauses for harvey)


    2- i can deadman switch harvey the moment the game starts, which is functionally identical to the piston kill.

    the post is about HOW harvey is killed at the start by a SPECIFIC mechanic. and i'm letting you know that it will likely be fixed, how to handle it until then, and that it doesn't matter anyways because an alternative that won't be patched out likely, already exists.

  • @cubanchris said:

    Lmfao I just noticed it's you. How come you don't come with this energy in my discussion lmfao

    shrug

    @TragicSolitude said:

    If builders make fun maps, I'll keep trying no matter how many deaths. I'd rather uninstall than feel forced to do maps I don't enjoy playing on. Going by player numbers, that's a dangerous step to take.

    Rank loss is bad and should be removed from the game, it chases players away. This isn't a competitive game and the Rank system here is in name only until it reaches Master; before then, it's a misnamed battlepass.

    rank only matters to rank grinders. if they care enough about rank to grind it, they aren't quitting the game over 60 when they decided to give up. why is a casual player quitting because of rank? none of it matters until you hit masters by your own statement "This isn't a competitive game and the Rank system here is in name only until it reaches Master;"


    why would punishing quitters doubly and rewarding players who don't quit -at high ranks- be something you would be against?

    i could be convinced that a provision that keeps this from affecting non-masters could be in place.

  • @cubanchris said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3412615#Comment_3412615

    I think Madmoezel plays with a leather whip and ball gag. "If anyone isn't playing a game as their main job or hurting it isn't fun." lmfao.

    Imagine thinking adding an arbitrary grind is important to leaderboards. When master rank lists all players by number. I prefer master rank to be based on skill not who is the most jobless.

    no i just don't think that being master is something that SHOULD be achievable for everyone. if the rumor is that people are getting to masters by running normals, then raising the required rank for it will disincentivize that behavior and encourage running harder content because of the faster rewards. i'm gonna give some arbitrary numbers here unrelated to anything. - IF it took 1000 normals to get a rank up, as oppposed to ~333 brutals. then that requirement got trippled to 3000 normals, or ~1000 brutals, would you be more inclined to run 2000 more normals? or ~666 more brutals? personally i prefer to spend as little time raiding as possible because i like building more. so i run brutals to get the job done as quickly as possible. and doing the brutals quickly, IS a demonstration of skill.

    leather whip and ballgag? no. i actually ENJOY content you consider difficult, because i don't find it nearly as bothersome. i like seeing what people make, and i like finding the way through or around it. i like seeing how i can prevent people from finding their way around mine.


    if you don't like the idea of dying, and trying again with more information. you picked the wrong game.

  • @Dreamnomad said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3412679#Comment_3412679

    Honestly, I'm far more accepting of all the options you mentioned. If you want to spend a bunch of resources pathing a deadman's trap guard to try and kill it then cool, go for it. I at the very least have the opportunity to defend the harvester that way. All of those options you mentioned also cost substantial more resources than a single piston.

    the piston can be broken before it kills harvey, DMS can not be stopped even with a shield if it is built properly.

  • @MythicMikeneto said:

    Double digits (less than 10)is my usual limit; unless I think I can beat it and I am just making dumb mistakes.

    Time is a factor too. If it takes me 15 cautious minute to get to gen mat, to die to a burtal combo on the way out, I may not find it worth to complete.

    I always make sure to proper abondon rather than 'alt+f4' though. You win, take my kill; Ill pack my thing and go.

    Once I hit master I will prbably significantly care less. I'll not never achive a high enough space in the leaderboards to care about that, but re leveling trying to get to master sucks.

    On the flip sid:e watching a 10+ kill replay goes from entertaining, to rooting for the raider, to painful to watch. I had a 28 kill replay and I felt ilke a monster for making the base after their 15th death.

    a friend of mine TRIED to derank from master, actively dying or quitting and failed to do so. so as far as i understand (i did not personally confirm and have no 2nd data point) it shouldn't be possible to lose master once acquired. (this doesn't seem to be the case with silver/gold)

  • @Dreamnomad said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3412690#Comment_3412690

    Let me ask you a question. If they raise the daily synth bonus to 1000 is that somehow going to negatively impact your play experience?

    not one bit. i'm also not arguing not to increase it. i'm just resisting the doomsaying that it's more or less impossible. it's not. that was the only point i intended to make. i even admitted earlier that the synthite grind when you're unlocking is unforgiving and that you have to select specific combos you want and stick to them.

  • @konchok said:

    I've mastered 6 bases. And the only thing that really bothers me is that there is no reward for getting to Prestige 10.

    1. I feel like it's way to easy to prestige in the first place
    2. When you do get to level 10 you get nothing for it

    So you expect me to continue playing after that. I've taken a break for now because getting to prestige 10 sucks. The rewards that you get along the way are fine in my opinion, but the reward for getting to prestige 10 literally don't exist.

    i turned my P10 into an educational map for new players to learn about traps and practice acid parkour. i plan on making future P10s into community projects as well.

  • @TragicSolitude said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3412733#Comment_3412733

    Not if players who stop building also stop raiding, which seems to be a pretty common sentiment.

    as people quit, their bases will fall out of the roster, meaning mine show up more, and to be honest, quitters wouldn't have raided my bases anyways.

  • a minimum of 4 for overdrive 5+ is advised.


    killing a raider does give 100 genmat, overdrive doubles it to 200. the issue is that the genmat they stealin overdrive comes from your genmat pool. and the math on that is that each successful raid reduces your outposts lifespan by about 46 minutes. which is why the reccomendation of 5+. with the ammount of raids currently happening that 46 minutes is trivial, but if the raid count were to quadruple over time, and the ammonut of sucessful attempts also went up as a result, then we would see an overall loss of productivity. so as raid quantity increases, so too will the kill threshold for what is valuable on overdrive because of how many raids you might lose due to shortened timer.


    tldr; 4 is okay, 5+ should be on overdrive

  • the piston is likely a bug as every other piston pauses for harvey. dead man switch and corrosive is not a bug.

  • it's range based so i assume it's working as coded, maybe not as intended. personally i think being able to bring someone back to life that you can't see our touch is a bit much.

  • there are combinations of blocks that cause him to freeze, do you have a picture?

  • screenshot please

  • @Rimaka1 said:

    @wydyadoit its very clearly an exploit/bug. The piston reaches outside the allowed building area and kills the HRV before anything else can prevent it.

    @Iron_Cutlass Thats vastly different than just killing the HRV before anything can prevent it. One is a clear exploit, the other is intended gameplay.

    the piston CAN be broken before killing harvey. also harvey can easily be killed with a deadman switch guard and an acid block that doesn't reach outside the map.

  • we can draw some conclusions. patch notes from the past say they edited boltshot to no longer target through acid. this means at one point, they did intentionally. this says also that only boltshot was modified to not (but still does). traps only target through second wave acid, it is being declared an exploit publicly by the players who don't like it when in reality, it is just using the tools given by the developers. there is inconsistency in it since it doesn't allow the same function during wave one. but as a result we do not know if non-boltshot targeting during phase 1 and 2 was intentional and if it should only be boltshots that aren't able (and still are) i suspect they attempted to remove boltshot targeting through acid, and it cause all acid to deny targeting, but something in the code made it not work to block boltshot on phase 2, and since blocking boltshot may have blocked all other traps, it's possible that since boltshot also fires through thats why the other traps do.


    i hear lots of rumors about it being confirmed a bug by BHVR but can't find ANY documentation of that, supposedly they plan to "fix" it but that fix has not been made public. it could be a full removal of acid targeting, it could be that it is made to function during wave one for consistency, they could have it alter targeting ranges. we just don't know what the future state of that trap will be so avoiding, blocking, reporting, etc doesn't help anyone get better at the game.


    this said there is also the current issue that with 2nd wave traps are also targeting through OPAQUE, as in a surface that does not permit light to pass, you know, light, the thing related to seeing things. so yeah, i agree opaque targeting is a problem, but as for the translucent liquid that players can see and shoot through permitting a trap behind it to do the same? totally logically reasonable to me.

  • my ironside is bugged but my kamatachi is not. i just use ironsides setup on kamatachi since the suits are just skins and it's the perks that matters. they know about the ironside bug and it's being looked into.

  • @Darkyan said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3406021#Comment_3406021

    Corrosive blocks are an omitted bug/feature which don't make the outpost impossible to complete, more often than not, there's a playable space between** the cube and the trap.

    One way doors forces you to leave the game and lose ranking on purpose just by existing.

    There aren't any punishable exploits mentionned by the devs as of right now.

    But we should definitely report exploits which are literally game breaking.

    i intentionally build all my 1 way doors on those as no entry, not no exit. trapping a player in a box is bad form and doesn't generate kills, or content. i receive no genmat for trapping a raider so i have no incentive to do so.

  • @Darkyan said:

    If you see 2 downward wedge above a hole with a trap behind it, consider leaving the outpost, report the user for Wedge exploit in the game using the report feature, and block the user so you never have to deal with that builder again.

    People don't accidentally make a wedge flamethrower glitch on their paths, it's intentional and completely against the spirit of the game.

    no, it's against your desired experience. setting something up that makes you decide "do i shoot this and risk losing my ammo" or "do i ignore this and play around it" is an economic decision that is 100% a fair choice to give to a raider. that trap you described only hits the very middle of a hall, hugging either wall avoids it.

  • @RaidenHusky said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/372309/report-any-base-with-corrosive-cube-second-wave-with-traps-behind-it-all-down-a-single-hallway

    I hella disagree with "report report report"

    Until BHVR comes out and says its an exploit, and patches it, don't fill their report inbox with BS noise and blame the base builder

    BHVR already said they're banning frivilous reports. let them report. it'll get rid of the whining complainers who think they should be able to see through and shoot through acid by say it's wildly unfair if a trap does the same.

  • @UmbrellaWeapon said:

    As said above.

    it’s not a feature of the game. If that were true, or someone who has a base like this tells you it’s true. Ask them , “ then why does my trap not work shooting through the corrosive cube while not in second wave?”.

    pure exploitation of the game, report report report, leave that game, block the player, at least you know you’ll never play his or her base ever again.

    "why does my trap not work shooting through the corrosive cube while not in second wave?" maybe it's wave 1 that's bugged and they should.

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